2.b. Impact on outer perception
Clothes have an immense impact on the perception of people around and on the perception of the person wearing them, too. A suit can make a person feel more confident and organized, which would eventually change even the gestures and the manner of talking of the person or for instance wearing jeans after a suit may change the conduct of a person to a very liberal and feeble one [Hollander 58]. The perception of people around can be very predictable in terms of their reaction on a person wearing this or that style of clothing. Fashion is one of the most powerful means of communication, which sometimes may play a vital role in the life of a person; it especially concerns the cases of getting a desired job. Therefore fashion may not only carry a message, it can also create a “pseudo-message” that is required by a situation the person finds himself in. This can be simply proved by analyzing the reaction of the people on the street on people wearing different types of clothing. The preference is always given to people dressed in “business style”, personifying their dignity and seriousness in everything. This is one of the primary reasons that even the smallest companies make wearing a suit one of their requirements for their employees. The customers feel more confident in such “consultants”. So, fashion is a very keen tool of manipulation while communicating besides its importance in social class, culture, sex and gender relations of people.
4. Men, women and fashion
Clothing is a fundamental part in the image of a contemporary man or a woman [Crane 47]. The image is constructed for various reasons and has various manifestations. Dressing has become a way to create, to reveal and to conceal information from the external observers. Fashion has always been considered to have more of a women based orientation. As soon as women realized that experimenting with their clothing might bring them the results they need they became the most interested consumers and the demand on women’s production increased greatly.
4.a. Women and clothing
In spite of all arguments fashion remains possessing an ambivalent entity. Women, have a great impact on the development of fashion worldwide. Of course one of the primary messages clothes carry is the social message. Women throughout the time have tried to make the clothing look more luxurious. Historically the social message has wildly transformed. It is very easily trace in Diana Crane’s book “Fashion and it social agendas”. Nowadays clothing is not an attribute of belonging to a clan, or to a restrained social level though it still can tell a lot about the financial status of a person. A person, especially a women is always greeted according to the way is dressed up. Therefore women may cause desirable reaction by knowing the expectations of the “opponent”. Historically, women wore traditional dresses, which signified their cultural and social status [Guy& Green 76]. As for now, traditional clothing has been completely subdued by “fashionable clothing”. Women clothing in the past had a lot to do with emphasizing femininity, neglecting man-like forms of dressing. Analyzing the way of dressing today it is necessary to say that ”fashionable clothing” has made a great “kick” to femininity. Women become less ladylike but more aggressive and businesslike. A woman is opposed to a man; it is no longer an “addenda” to a male, but a force able to contradict him and to compete with him. Women have accepted a lot of clothing styles that propagandize masculinity. Of course there still are women that are the embodiments of tenderness and femininity preserving women’s sexuality but nevertheless the general tendency of feminization in today’s society has done its work. Equality at work, business and politics has transformed the image of a woman greatly.
4.b. Men and fashion.
Throughout the history starting with the middle ages men’s fashion has changed a lot. If the era of Renaissance was characterized by increased femininity in men’s clothes, the end of the twentieth century became the moment of maximal revealing of masculinity for men. Nowadays, identity has brought a lot of specific changes in the perception of a contemporary man. An open manifestation of sexual orientation has brought the image of a feminine man into fashion. The adaptation of feminine tendencies into men’s fashion is transparent. Men tend to choose practical clothes as casual clothing and suits as their “working uniform”[Hollander 43]. The whole image of a man is not brusque and rough anymore. It has become more flexible and soft. The construction of a man’s wardrobe starts with choosing from the variety of images offered by culture and class today. The gender boundary is gradually “wiped” off. Nevertheless, clothing remains the primary criterion of the evaluation of the opposite sex. While being very liberate towards the type of clothing of other men, they demonstrate especial criticism towards women’s clothing. This happens due to the variety and abundance of women around. Analyzing men’s fashion is like dealing with a complexity. This complexity is constantly changing and adjusting to the surrounding of tendencies.
4. Symbolism of clothing
It is no surprise to any of the people who at least know what fashion is that the clothes that people wear are usually very symbolic. The symbolism of clothing is another part of delivering the message that a person tries to put into it. The symbolism may touch any sphere. For instance: music, sexual orientation, some kind of club and so on [Barnard 62]. Originally, a symbol is a facility that is used to express feelings or belonging to some group of class often dealing with power and wealth. Every observable symbol may carry a deeper meaning than it is visually understandable. Expression of symbols through clothing is a very popular tendency nowadays. Symbolism in clothing may point to the profession the person is dedicated to, supporting the “cipher” theory. The perception of symbols is not the same as the perception of the whole clothing image of an individual, because people may interpret the same symbol differently and therefore the understanding of the carrier of the symbol will be completely different. For instance, a man with a tiger on this T-shit may seem aggressive to one person and a Green Peace member for another one. A bird may be a symbol of freedom and somebody can view it a symbol of light-mindedness. Every person has to be very careful with the symbol while visiting a foreign country, due to the double meaning of the symbols that may be offending to the culture the person is in. Though the goal of every symbol is to share information, nevertheless some symbols may be inappropriate. Particular articles of clothing also contain messages with give information about the person possessing them. For example a veil interpreted as mourning or an extreme aloofness. A walking stick may be necessary to the health condition but may also be a “sign of luxury”.
5. Culture and fashion
As every person belongs to a definite culture and has the right to reveal it, personal identity may sometimes be replaced by cultural identity. Cultural identity is the type of identity that is related to a certain culture or a separate group. It brings people belonging to a culture definite highlighting differences with other people. Clothing in terms of culture is to reveal either the historical roots of a person or the roots the group he belongs to. The oriental-followers are easily defined from the crowd by the specific collars and style of dressing they hold on to. Demonstrating a belonging to a certain cultural community is the free right of every person like people that freely declare who they are going to vote for. Talking about culture it is possible to mention that nowadays exists ”material culture” that dictates its own ways and code of dressing [Crane 51]. The liberation of culture off the borders made the cultural fashion developments increase dramatically. The “freedom of word” has found a place in every single cultural attribute nowadays. Wearing a cowboy hat may not be a sign of being from Texas, but a sign of political preference.
For instance it is very easy to distinguish a European from a Hindu by the style of dressing or an Indian woman from an oriental woman by the distinctive spot on the forehead of an Indian woman and a veil worn by Moslem woman. Fashion has taken the best part of the traditional costumes of every culture and sometimes this leads to propagandizing a definite cultural group. For instance, the brightest example is the increasing interest towards the Moslems and oriental culture nowadays.
6. Conclusion
Fashion and identity are inseparable companions. Fashion with all its symbolism and attributes form an outstanding base for personal and cultural identification. Identity is a necessary process of a healthy personality as it is a part of self-realization of a person that is so much required for finding a place in life of every person. Fashion has become a tool for achieving harmony with the inner world and a way of revealing or concealing peculiarities. Fashion possesses a specific meaning and the more diverse is the society around us the more fashion-trend will appear and surprise us. As long as it does not hurt people around fashion symbols are acceptable, nevertheless while thinking about fashion and identity it is necessary to remember the ethical side of the issue. Fashion and identity through it still remains a twofold issue but there are a lot of positive aspects one can enjoy and share with other people.
Computer games have seriously caught the attention of Mass Media and nowadays every channel considers its duty to remind people how much damage these games cause to children and adults. The increasing amount of games with violent scenes sock the society and makes it very aware of them.
Games and Violence Essay
It is already common knowledge that violent games cause violence in people. This fact is not even doubted by the majority of people. Every other person says that the reason lies in games being too close to reality. The opinion that games make violent actions normal for the player and therefore make the player pitiless can be often heard. In this case the game is the cause of violence and the act of violence by itself is a consequence. And can real-life violence exist in the reality of a game? Is the transfer of the definition of “violence” with all its peculiarities from one world to another justified only according to the external similarity of these two worlds?
Games originally are entertainment. Contemporary games are very realistic and for this reason they are a source of great experience for the player and develop the imagination. Games are entertainment and even more then that. In addition, the statistics of the New York University lead by Green and Bavelier claim that the player preferring active games get an improvement of some types of brain activity, related to processing of visual information. In particular, game players cope with problems of simultaneously tracking several moving objects at the average level of 30% better then people who do not play active computer video games. The “gaming” violent experience may not be the cause of violent behavior in reality. None of the playing experience will become the priority in making important decisions concerning problems in real life. A game is an abstraction. A player gets abstract tasks and acts according to abstract rules.
Games are also the possibility to be however a person wants to be and to rest from the outside world for some time. But what if a person gets so much excited with the game scenes that he becomes violent in reality? Then, it proves that the games cause people to become violent. Let us stop for a moment right at this point. Those who do not participate in this type of activity usually make the conclusion of presence of violence in the game-world. Nobody will ever hear this kind of statement from those who play, from those who know the rules of the game and understand that it is just a virtual world. A psychologically healthy person will never confuse or connect these two different worlds. A game is a virtual world with visual images very similar to human. These images represent by themselves nothing but simple playing obstacles. A game may potentially give the opportunity to “destroy the obstacles” that may not be destroyed according to the rules but it is more about personal choice whether to do it or not. This leads us to the conclusion that violence is not a consequence but the cause. People who are originally prone to violence may get irritated by games and perform violence in the “real world”. But in this case violence in games is a simple justification of the violent nature of the player.